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Topics - fevaz

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I downloaded a few materials from substance source and all the materials named "mosaic"(the wood ones) are having a similar problem. When I apply them to a plane the scale of the wood texture image doesn't match the scale of the materials (normals). Important to say I didn't change ANY parameters.

This is how the material looks from a distance:

the only way I can fix that is when I lower the amount of Parquet Tile to 1. ANY number above 1, it messes with the wood texture.

the problem with that is when I want to use this material in a large surface the repetition feels become very evident and not good.

so, I'd like to know if there's something I need to do in the file configurations that would affect a material when it's applied to the 3D OR if this is something wrong with the material itself.

this is just a simple plane mesh, square, I downloaded the material and applied without any changes.
Chestnut Wood Parquet Mosaic, Beed Wood Parquet Mosaic, Bamboo Mosaic, Ash Wood Mosaic & Oak woo mosaic all have the same issue.
Even the preview is weird in those:
The Burma Mosaic works perfectly. So it's not the mesh.

I appreciate the answer from the Substance Source team. Thank you!

I need to export OpenGL normal maps to blender but I just noticed that even after setting my Project Configuration to OpenGL (when creating the project), some materials and other layers keep showing the Normal Format as DirectX.
I have 2 questions:
  • does these materials normal maps with the directX info will be automatically converted to opengl when I export the normal map with the opengl setup in the output templates?
  • do I need to go through all the materials and change them from DirectX to OpenGL to guarantee I won't have any issues with normals?

I hope the Substance team will add an option to set the standard for the whole app, like the option available on Alchemist, if I'm not mistaken.

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